| HawaiianWarrior |
I posted this in another thread where the OP was asking about how to handle a party with no healer, and liked it so much I wanted to run it by the sages over here on the homebrew forum to see what they think. I might use on of these in a future game to see how it goes...
• During combat, a character can take a "breather" for one round to recover a number of hit points equal to their character level. During this breather, they can't move at all, nor take any other actions, including free or immediate actions, and they are flat-footed.
or
• After combat, make a FORT save vs. DC 10. Characters instantly recover a number of hit points equal to the amount by which they exceeded the DC (min. 1).
or
• Characters recover hit points at a rate equal to their CON modifier per hour if they are active, or completely in one day if they rest.
Just some (untested) ideas.
Set
|
I posted this in another thread where the OP was asking about how to handle a party with no healer, and liked it so much I wanted to run it by the sages over here on the homebrew forum to see what they think. I might use on of these in a future game to see how it goes...
• During combat, a character can take a "breather" for one round to recover a number of hit points equal to their character level. During this breather, they can't move at all, nor take any other actions, including free or immediate actions, and they are flat-footed.
I like this one best (Monte Cook used something similar in his Book of Experimental Might). I'd add the Con mod to the base number, to make it a little more 'buff' at 1st level, but otherwise go with that one.
Other options;
Alchemical healing salves. Not as good as the ones in the 3.0 Arms & Equipment Guide (which healed 2d4, IIRC, which seems a bit too much), but still an option.
Improved 'Treat Deadly Wounds' option for the Heal skill (only using 1 use of a Healing Kit, perhaps), and scaling upwards for higher and higher DC checks (hit points equal to twice character level at DC 40, for example, and add another multiplier for each additional +20 to the DC result).
Healing options for other classes, such as;
1) a feat or archetype option that allows a Monk's Wholeness of Body to be used more often, or on allies,
2) a feat or archetype option that allows a Ranger to recover hit points at an accelerated rate (or as if under a healer's care) if within a Favored Terrain (by taking advantage of healing herbs or whatever that he knows of in that terrain),
3) a rage power or above option that allows a Barbarian to gain fast healing while raging, or some temporary hit points while raging (creating a buffer before he takes 'real damage'),
4) an option for a Bard to have a song / performance that refreshes people and causes a certain number of hit points of damage to become nonlethal damage, or just a 'fast healing song' or something.
5) an option for a Rogue or Ranger to gain 'enhanced' use of Heal skill, the way Trapfinding gives him enhanced use of Disable Device / Perception, or Track gives him enhanced use of Survival. With a proper roll, he can use the improved 'Treat Deadly Wounds' options, or even make appropriately high DC checks to Treat Ability Damage.
| drkfathr1 |
I use a second wind mechanic, the way it was presented in the Star Wars Saga system, and allow a feat that gives a character 2 uses of it per day.
I'm not much on the healing surge mechanic though...I think it goes too far.
I did introduce non-magical healing in my games by way of medicines and healing poultices, but they can only be used once per day, and they don't heal a great deal of damage. More like a cure light wounds potion, but it does provide something a little extra.